We realize it can be hard to envision the project, since everything weve shown so far are mockups made for design documents. We do want to be clear this is no retro de-make; the fidelity we based our budget on to set our initial Kickstarter goal is for a game in-line with AAA current-gen console (PS3, Xbox 360, Wii U) 2D download titles. We can also safely say the plan is to use what is often called the 2.5D setup: 3D models for characters and most objects, with the gameplay in 2D.
But maybe a better way of thinking about it is this: No matter what, Mighty No. 9 wont be pushing the technological envelope of what the hottest AAA next-gen games are doing, but thats not the point; the point is its going to look awesomeat least so awesome, in terms of both design and tech, that you wont be thinking about how many polygons or shaders or GURPS or whatever that its pushing or not pushing. If youre still wondering, you could look at the two developers working on Mighty No. 9, look at their previous games, look at the early art and overall production value you see evident on this page, and decide for yourself what they are capable of. Either way, we are confident that, if you were interested enough in the game to read this far into the page, you dont need to worry about this.